Gambler

Dran'Tilt's page

217 posts. Organized Play character for J.G.


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Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

Thank you for the game !

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

Now that Sotroz is very dead the dwarf fires towards the orange one with Fulminating shot.

+1 striking flaming hammer gun: 1d20 + 19 ⇒ (13) + 19 = 32

Damage, electricity, fire, acid: 2d6 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (1, 4) + 1 + 2 + (6) + 2 + (4) = 20

Damage, electricity, fire, acid, if crit: 2d10 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (9, 8) + 1 + 2 + (4) + 2 + (4) = 30 x2

Fatal: 1d10 ⇒ 6

Then he running reloads again.

And he casts Glass shield.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

The dwarf fires towards Sotroz with Fulminating shot.

+1 striking flaming hammer gun: 1d20 + 19 ⇒ (9) + 19 = 28

Damage, electricity, fire, acid: 2d6 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (5, 3) + 1 + 2 + (6) + 2 + (3) = 22

Damage, electricity, fire, acid, if crit: 2d10 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (3, 5) + 1 + 2 + (4) + 2 + (6) = 23 x2

Fatal: 1d10 ⇒ 6

Then he running reloads again.

And he casts Glass shield.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

Please note that Dran'Tilt cast Haste last round.

The dwarf running reloads and fires towards Sotroz with Fulminating shot.

+1 striking flaming hammer gun, frightened 1: 1d20 + 19 - 1 ⇒ (20) + 19 - 1 = 38

Damage, electricity, fire, acid: 2d6 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (5, 4) + 1 + 2 + (3) + 2 + (3) = 20

Damage, electricity, fire, acid, if crit: 2d10 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (9, 8) + 1 + 2 + (3) + 2 + (1) = 26 x2

Fatal: 1d10 ⇒ 1

Then he running reloads again.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

Wave his hand

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

Reaction: Eat fire: Resistance 10 fire until the end of this turn

So only 4 damage instead of 14. So Dran'Tilt is currently -23

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

The dwarf casts Haste on himself and fires towards the yellow one with Fulminating shot.

+1 striking flaming hammer gun, frightened 2: 1d20 + 19 - 2 ⇒ (7) + 19 - 2 = 24

Damage, electricity, fire, acid: 2d6 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (4, 6) + 1 + 2 + (5) + 2 + (1) = 21

Damage, electricity, fire, acid, if crit: 2d10 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (6, 4) + 1 + 2 + (6) + 2 + (3) = 24 x2

Fatal: 1d10 ⇒ 6

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

Will: 1d20 + 15 ⇒ (4) + 15 = 19

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

Reflex: 1d20 + 17 ⇒ (4) + 17 = 21

Will: 1d20 + 15 ⇒ (6) + 15 = 21

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

The dwarf fires towards the yellow one with Fulminating shot.

+1 striking flaming hammer gun: 1d20 + 19 ⇒ (16) + 19 = 35

Damage, electricity, fire, acid: 2d6 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (6, 5) + 1 + 2 + (4) + 2 + (1) = 21

Damage, electricity, fire, acid, if crit: 2d10 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (6, 7) + 1 + 2 + (4) + 2 + (3) = 25 x2

Fatal: 1d10 ⇒ 5

Then he running reloads.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

The dwarf moves away from his companions to let smoke move in the air and look at them to see if they are mad now.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

Will: 1d20 + 15 ⇒ (20) + 15 = 35

The dwarf stays unimpressed as well.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

A circle of smoke moves up in the air.

The dwarf looks at the ghoul with determination. A music with harmonica sounds surrounds all the region. Dran’Tilt is ready to draw his gun during the duel which will occur for sure. The sweat is dripping on the faces. The suspense is unsustainable until the music ends up finally.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

Reflex: 1d20 + 17 ⇒ (6) + 17 = 23

The dwarf tries to simply resist.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

Crafting: 1d20 + 17 ⇒ (16) + 17 = 33

This one!

A circle of smoke moves in the air.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

Acrobatics: 1d20 + 14 ⇒ (12) + 14 = 26

The dwarf races ahead.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

Thievery: 1d20 + 14 ⇒ (11) + 14 = 25

Thievery: 1d20 + 14 ⇒ (16) + 14 = 30

The dwarf tries to find a safe way forward.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

The dwarf fires towards the last one with Fulminating shot.

+1 striking flaming hammer gun: 1d20 + 19 ⇒ (18) + 19 = 37

Damage, electricity, fire, acid: 2d6 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (6, 2) + 1 + 2 + (3) + 2 + (4) = 20

Damage, electricity, fire, acid, if crit: 2d10 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (10, 7) + 1 + 2 + (1) + 2 + (3) = 26 x2

Fatal: 1d10 ⇒ 7

Then he running reloads.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

The dwarf fires towards the orange one with Fulminating shot.

+1 striking flaming hammer gun, Frightened 1: 1d20 + 19 - 1 ⇒ (10) + 19 - 1 = 28

Damage, electricity, fire, acid: 2d6 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (2, 6) + 1 + 2 + (6) + 2 + (4) = 23

Damage, electricity, fire, acid, if crit: 2d10 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (10, 2) + 1 + 2 + (5) + 2 + (1) = 23 x2

Fatal: 1d10 ⇒ 7

Then he running reloads.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

The dwarf fires towards the red one with Fulminating shot.

+1 striking flaming hammer gun, Frightened 2: 1d20 + 19 - 2 ⇒ (9) + 19 - 2 = 26

Damage, electricity, fire, acid: 2d6 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (4, 1) + 1 + 2 + (6) + 2 + (6) = 22

Damage, electricity, fire, acid, if crit: 2d10 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (8, 9) + 1 + 2 + (4) + 2 + (5) = 31 x2

Fatal: 1d10 ⇒ 8

Then he running reloads.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

Will: 1d20 + 15 ⇒ (19) + 15 = 34

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

((If it was a crit there were 52 damage on orange from Dran'Tilt. Then 11 from the saved Fireball. I think it should be at 63 damage or is there some resistance we can observe?))

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

The dwarf fires towards the orange one with Fulminating shot.

+1 striking flaming hammer gun: 1d20 + 19 ⇒ (17) + 19 = 36

Damage, electricity, fire, acid: 2d6 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (6, 1) + 1 + 2 + (2) + 2 + (4) = 18

Damage, electricity, fire, acid, if crit: 2d10 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (2, 4) + 1 + 2 + (6) + 2 + (5) = 22 x2

Fatal: 1d10 ⇒ 8

Then he running reloads.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

A circle of smoke moves up in the air.

Dran’Tilt has a Pearly white spindle. He has also Medicine with Assurance

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

Occultism: 1d20 + 14 ⇒ (18) + 14 = 32

So go away now please.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

A circle of smoke later:

Yes, listen to the lady. Your rest will come soon.

Occultism: 1d20 + 14 ⇒ (16) + 14 = 30

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

The dwarf steps and fires towards the remaining one with Fulminating shot.

+1 striking flaming hammer gun: 1d20 + 19 ⇒ (7) + 19 = 26

Damage, electricity, fire, acid: 2d6 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (2, 4) + 1 + 2 + (4) + 2 + (6) = 21

Damage, electricity, fire, acid, if crit: 2d10 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (6, 6) + 1 + 2 + (6) + 2 + (6) = 29 x2

Fatal: 1d10 ⇒ 6

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

The dwarf moves to get a better position.

Triple move

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

The dwarf fires towards the orange one with Fulminating shot.

+1 striking flaming hammer gun: 1d20 + 19 ⇒ (1) + 19 = 20

+1 striking flaming hammer gun, hero point reroll: 1d20 + 19 ⇒ (16) + 19 = 35

Damage, electricity, fire, acid: 2d6 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (6, 4) + 1 + 2 + (2) + 2 + (3) = 20

Damage, electricity, fire, acid, if crit: 2d10 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (6, 6) + 1 + 2 + (6) + 2 + (4) = 27 x2

Fatal: 1d10 ⇒ 2

Then he running reloads.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

Energyshot on Init

The dwarf fires towards the purple one with Fulminating shot.

+1 striking flaming hammer gun: 1d20 + 19 ⇒ (5) + 19 = 24

Damage, electricity, fire, acid: 2d6 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (4, 4) + 1 + 2 + (6) + 2 + (6) = 25

Damage, electricity, fire, acid, if crit: 2d10 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (4, 6) + 1 + 2 + (1) + 2 + (2) = 18

Fatal: 1d10 ⇒ 4

Then he running reloads.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

The dwarf inserts the prism.

Crafting: 1d20 + 17 ⇒ (20) + 17 = 37

I think it’s right like this.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

Engineering lore:1d20 + 13 ⇒ (13) + 13 = 26

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

A circle of smoke moves up in the air

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

A circle of smoke accompanies the declaration from behind some people.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

The dwarf crafts a mobile device.

Crafting: 1d20 + 17 ⇒ (1) + 17 = 18

Then he tries to make it better.

Crafting: 1d20 + 17 ⇒ (19) + 17 = 36

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

We won’t hurt you. What for an idea?

A circle of smoke moves up in the air.

We are here to allow you to move away.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

Perhaps a skill challenge

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

Seeing that he's in experts company the dwarf enjoys his cigar.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

The dwarf lets a circle of smoke moving in the air to wait for the answer.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

The dwarf fires towards the orange one with Fulminating shot.

+1 striking flaming hammer gun: 1d20 + 19 ⇒ (9) + 19 = 28

Damage, electricity, fire, acid: 2d6 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (5, 3) + 1 + 2 + (1) + 2 + (4) = 18

Then he reloads.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

The dwarf fires towards the red one with Fulminating shot.

+1 striking flaming hammer gun: 1d20 + 19 ⇒ (9) + 19 = 28

Damage, electricity, fire, acid: 2d6 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (4, 4) + 1 + 2 + (2) + 2 + (1) = 16

Then he reloads.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

Will: 1d20 + 15 ⇒ (11) + 15 = 26

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

Energyshot on Init

The dwarf fires towards the red one with Fulminating shot.

+1 striking flaming hammer gun: 1d20 + 19 ⇒ (15) + 19 = 34

Damage, electricity, fire, acid: 2d6 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (4, 6) + 1 + 2 + (1) + 2 + (4) = 20

Damage, electricity, fire, acid, if crit: 2d10 + 1 + 2 + 1d6 + 2 + 1d6 ⇒ (10, 10) + 1 + 2 + (2) + 2 + (3) = 30

Fatal: 1d10 ⇒ 10

Total crit: 70

Then he running reloads.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

Academia lore: 1d20 + 13 ⇒ (5) + 13 = 18

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

Which missives?

A circle of smoke moves up in the air.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

The dwarf looks at Whitegourd with the same expression.

Does he know this criminal in some way?

A circle of smoke goes in the air as he waits for the following discussion.

The character who played 2-07 is now lvl 10.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

Well Dran'Tilt isn't very social, except if he can borrow a cigar.

But we can try this one for sure.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

A circle of smoke…

Well we have the next station to go.

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

The cleans up his weapon, relises it and most of all lets a circle of smoke move in the air.

A bounty you say? Which bounty? Who hired you? What for indeed?

Vigilant Seal

Gunslinger 9 / HP 109/109, Perc +17, AC 27, Fort +16 Ref +18 Will +16 / Ghost charge lesser 4/4, Elemental ammunition 5/5 / Active conditions: Darkvision, resist negative damage 1

The dwarf reloads and fires towards the pink one.

+1 striking flaming hammer gun: 1d20 + 19 ⇒ (6) + 19 = 25

Damage, electricity, fire: 2d6 + 2 + 2 + 1 + 1d6 + 2 ⇒ (5, 3) + 2 + 2 + 1 + (4) + 2 = 19

Then he reloads again.